Weasel CR 1/4
Always N Tiny AnimalInit ; Senses low-light vision, scent; Spot +3
Languages —
AC 14 (+2 size, +2 Dex), touch 14, flat-footed 12
hp 1/2 d8 (2 hp)
Fort Ref Will
Speed 20 ft. (4 squares), climb 20 ft.
Space/Reach 2-1/2 ft./0 ft.
Base Atk +0; Grp −12
Melee bite ()
Attack Options Attach
SQ Low-light vision, scent
Abilities Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Feats Agile, Weapon FinesseB
Skills Balance +12, Climb +10, Escape Artist +4, Hide +11, Move Silently +8, Spot +3
Advancement —
Environment Temperate hills
Organization Solitary
Treasure None
Familiar list: Standard familiar
Master bonus (within 1 mile): +2 bonus on Reflex saves
Attach (Ex): If a weasel hits with a bite attack, it latches on and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to AC and has AC 12. To remove it by grappling, the opponent must pin the weasel.
Skills: Weasels have a +4 racial bonus on Move Silently and a +8 racial bonus on Balance and Climb (use Dex for Climb).
Familiar note: A familiar is a normal animal that becomes a magical beast when bound (type changes for effects). Use master’s level for HD effects when higher; familiar has ½ master’s hp; use master’s BAB for attacks; better of familiar or master base saves. See the familiar ability table (Alertness, improved evasion, share spells, empathic link, etc.). Improved familiars of non-animal type do not change type and do not gain speak with animals of their kind.
These little mammals are aggressive predators but usually confine themselves to smaller prey. Statistics can also apply to ferrets.
Open Game Content · Monster entry · Familiars · Improved Familiar.